Academic Mindtrek 2017
Call for Papers, Posters, Demonstrations and Workshops
20th to 21st September, 2017
We have had several requests to extend the submission deadline.
Full papers, posters, demonstrations and workshops due on:
DEADLINE June 4th, 2017
In cooperation with ACM, ACM SIGMM, and ACM SIGCHI.
Contributions will be published in the ACM digital library.
CALL FOR PAPERS, POSTERS, DEMOS & WORKSHOPS
We are pleased to invite you to the 21st International Academic Mindtrek
conference, 20th to 21st September 2017. Academic Mindtrek is a meeting
place where researchers, experts and
thinkers present results from their latest work regarding the
development of novel technology, media and digital culture for the
society of tomorrow.
Academic Mindtrek is part of the renowned Mindtrek business conference.
Mindtrek brings together people not only from various fields and domains
but also from different sectors: from
companies, startups, academia and various governmental institutions.
This makes Mindtrek the perfect opportunity for advancing research
results towards practical utilization by the
industry, as well as getting out-of-the-box research ideas based on the
interaction with practitioners.
Mindtrek events are accessible for the Academic Mindtrek attendees, and
The academic conference features the following major themes:
- Human-computer interaction (HCI)
- Interaction design and user experience
- Developer experience
- Games and gamification
- Virtual, augmented and mixed reality
- Collaboration, literacies and multimedia technologies in education
- Crowdsourcing and citizen participation
- Open data and data science
- New forms of journalism and media
- Theatre, performance and media
- Enhancing work in socio-technological environments
We are especially enthusiastic about applied research and papers related
to practical work.
Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM
SIGCHI. The conference proceedings will be published in the ACM Digital Library,
which includes full papers, posters, workshop proposals and demonstration proposals.
All papers should follow the style guidelines of the conference
(more information under submission guidelines).
In the Finnish classification of publication forums,
Academic Mindtrek proceedings are classified as Jufo 1.
There will also be a reward for the best paper(s) of the academic conference.
FULL PAPER PROPOSALS
All submissions will be peer-reviewed and double-blinded. Therefore,
please remove any information that could give an indication of the
authorship. The papers should contain
6-10 pages, including the list of references.
Workshop proposals should be papers between 2-4 pages long. We welcome
you to suggest workshops as part of the Academic Mindtrek. Workshop
proposals should also include the
organizing committee, a description of the theme and goals of the
workshop, a short CV of organizers, duration, and the schedule. Workshop
organizers can create their own
proceedings of the accepted position papers. Depending on the attached
number of papers for each workshop, we provide space for either half-day
or full-day workshops.
Previous examples include e.g. a workshop on eLearning, theatre methods
for requirements elicitation, among others.
Interactive experience demonstration proposals should be either short
papers (2-4 pages long) or full papers (6-10 pages) and include: a) a
description and motivation of the interactive experience demonstration;
b) general architecture of the interactive experience demonstration; c)
description of the main features of the demonstration; d) a brief
comparison with other existing related interactive experience
demonstrations; e) audiovisual materials to illustrate the interactive
experience demonstration (a poster or a roll-up and other material on a
laptop, for example); f) the type of license (if applicable), g) the
Internet address of the interactive experience demonstration (if
applicable), and h) description of the scientific basis behind the
interactive experience demonstration (e.g., a regular paper
presentation). It is strongly recommended that the authors make a video
of the interactive experience demonstration available on the Internet to
accompany the article submission.
Posters proposals should be papers between 2-4 pages long and a poster
should be presented during the conference. Attendees have the
possibility to exhibit their posters on a A0 poster wall at the conference.
Human-Computer Interaction (HCI)
Human-Computer Interaction (HCI) track addresses the design, development and
implementation of user interfaces and the design of human and technology
track focuses on design of computer systems for human users, human
ergonomics, privacy aspects, trustworthiness, interaction theories, and
psychological factors. The track brings together people from diverse
areas that provide a
multidisciplinary forum for academics, designers and practitioners to
discuss the challenges and
processes of contemporary topics in Human-Computer Interaction. The
themes include, but are
not limited to, the following subject areas:
- Interaction: e.g. interaction theories and models, new interaction
techniques, multimodal interaction, multi-device interaction, social
interactions mediated by technology.
- Interfaces: e.g. adaptive and personalized interfaces, usability
evaluations, autonomous and proactive interfaces and interfaces as
- Technology: e.g. architectures for HCI, Cloud computing & Mobile HCI,
new technology enablers like various sensors and actuators, toolkits and
platforms for new interactive systems.
- Evaluation: e.g. evaluation studies of interactive systems, evaluation
methods and techniques and user trials and experiments of interactive
- User insight: e.g. methods for user research, ethnography, and
understanding the users and contexts of use.
- Interaction Design and User Experience
This track focuses on the practice of designing interactive digital
products and services and the
user experiences and interactions therein. As people's quality standards
tend to constantly
increase, providing a delightful user experience and fluent interaction,
the most relevant
features have become central goals in the development of digital
products and services. The
areas of interest include, but are not limited to, the following areas:
- Theories, conceptualizations and reflections on user experience,
consumer experience, product experience, interaction design, service
design and their relations to other design disciplines.
- Understanding various aspects of user experience: e.g. aesthetics,
trust and privacy, product attachment, playfulness, engagement, social
- Novel design approaches: e.g. experience-driven design, critical
design, design visions.
- Techniques, methods, tools and patterns for interaction design and
- Measuring and assessing user experience, user studies and user
- Creativity and innovation in design of interactive systems.
Developer experience is of increasing interest in academia and industry.
Developer experience concerns how developers think and feel about, and
are motivated to act in, software development in a wide variety of
settings. The concept includes not only the individual developer and the
technical artefacts involved, but also social and organizational factors
as well as many contextual factors.
It is assumed that good developer experience can have a positive impact
on software development outcomes. Developer experience may be an
important strategic concern for organizations. More engaging and
attractive software development could simultaneously lead to higher
development performance. Digital products and services increasingly have
primary or secondary users who are software developers, e.g. through
open APIs and platforms. The role of developers is expanding with
digitalization of society and business, and the evolving nature of the
software development profession necessitates new research in this area.
This track focuses on conceptual and empirical aspects of developer
experience (DX) and includes, but is not limited to, themes such as:
- Components of DX
- Empirical studies on DX
- Methodological aspects of DX research
- Factors contributing to DX
- How to support good DX
- How to design and apply experiential aspects and gamification for
- How to observe and manage DX in different kinds of environments
- Impacts on and consequences of good and bad DX
- Solutions to support good DX
Games and Gamification
The culture, development and business of games has become increasingly
varied. The current
trends range from virtual reality and wearable gaming to freemium
business models and serious
games. Games research is a multidisciplinary field featuring diverse
approaches to understand
the phenomenon of games and play.
Academic MindTrek has an inclusive approach in the Games track focusing
on novel, innovative
and even unorthodox games research from theoretical works, empirical
case studies to
constructive projects. The Games track themes include, but are not
limited to, the following
- Design (interaction, mechanics, interfaces...)
- Evaluation (game experience, playability, usability...)
- Development (production, tools, engines, AI, audiovisual...)
- Business (digital distribution, crowdfunding, revenue models, virtual
- Platforms (online, social, mobile, desktop…)
- Technology (virtual, augmented, mixed, and altered reality…)
- Serious games (education, health, persuasive, simulations...)
- Gamification (motivation, effects, case studies…)
- eSports (culture, streaming, fandom…)
- Hybrid games (digital-physical, board games, toys…)
- Online gambling (lottery, casino, betting…)
- Players (demographics, inclusivity, accessibility…)
- Indie (innovation, modding, transgressive…)
Virtual, Augmented and Mixed reality
Mixed reality refers to merging of real and digital realms in order to
produce new environments
where physical and digital objects coexist and interact in real time.
We consider this broadly, covering both purely virtual realities, as
well as augmented reality, where the perception of the real world is
enhanced with digital content. With new technologies for capturing,
modeling, simulating and tracking the reality and for producing
realistic hybrids of the real and digital, this field provides immense
opportunities for novel applications in all areas of life. The main
focus on this track is on the interactions between technology and its
users rather than the technological enablers. Therefore, we welcome
submissions related to, e.g.:
- Prototypes of applications or devices for virtual or augmented reality
- Designing, prototyping, and evaluating experiences and
applications/services for AR/MR/VR
- Studies of user perceptions, user experience and acceptance of new
mixed reality technology
- Methods and processes for producing mixed reality environments
- Augmenting human perception and activity with mixed reality technology
- User interface solutions for mixed reality interactions
Collaboration, Literacies and Multimedia Technologies in Education
Education is increasingly using tools and solutions to support learning
and collaboration on mobile, online and distance platforms and with
related applications. Furthermore, various types
of multimedia technologies and solutions can be used in educational
context, including rapidly emerging technological enablers such as
AR/MR/VR. From the perspective of education, media and technologies
foster the question of developing skills, especially media and
information literacies and multi-literacies among pupils, students and
other users. This kind of media education is relevant for the
development of education curricula across all levels, especially for
children and young people.
We welcome submissions on the collaboration and multimedia technologies,
solutions, and trials in classroom, mobile, online, and distance
learning contexts as well as in developing and rural regions.
Submissions related to skills and literacies related multimedia
technologies are welcome as well. Theoretical, methodological and
empirical submissions are welcome on design, prototyping, development,
evaluation, and actual use of tools, solutions, and multimedia
technologies and created data from lab to real life context. The
submissions can address contexts such as daycare, schools and higher
education, as well as in professional development in continuing
education, MOOCs, or in informal learning contexts. Learners’ or
educators’ viewpoint, or the educational aspects and goals can also be
covered in the submissions, for example.
Crowdsourcing and Citizen Participation
Crowdsourcing and citizen participation have become part of everyday
activities in media and organizational landscape. Crowds or citizens,
can solve problems, create, contribute, share, and analyze multimedia
content and data, and participate, provide their needs and perceptions,
and influence decision making. Crowds contributing to open data can
enable creating innovative applications, new multimedia forms, novel
business models and platforms by utilizing the emerging opportunities.
This track welcomes submissions on using crowdsourcing and citizen
participation in organizational, NGOs, multimedia and open data
landscape. Submissions can include design, development, evaluation and
use of solutions and platforms and processes for supporting
crowdsourcing and citizen participation. Topics related to the
cross-section of multimedia or open data, and crowdsourcing or citizen
participation, such as gamification, motivation, incentives, privacy, as
well as design and evaluation by using crowdsourcing and citizen
participation are welcome to this track.
Open Data and Data Science
Accessing, creating, analyzing and utilizing good-quality data plays a
central role in the
development of the digital economy. The exponential accumulation of
data, both sensor-based
and user-created, opens new avenues for applications in, for example,
various industry sectors,
science, management, E-Government and E-Learning, artificial
intelligence, predictive analytics,
and knowledge work. But what data is interesting and where does it come
from? How to access
it, analyze it, make sense of it, or to build applications or ecosystems
based on it?
We are looking for submissions that address the challenges and
opportunities related to Open data, Data science and Big Data. The
submissions can, e.g., introduce computational methods for analyzing,
visualizing or acquiring various types of data, envision opportunities
for or present
developed applications that utilize open data, describe and analyze new
(open) data sets, or present procedures for extracting insight from
various data. In addition to the usual scientific peer-review criteria,
the evaluation of submissions about new data sets includes novelty,
design and availability.
New Forms of Journalism and Media
The hottest topic in journalism and publishing industry in recent years
has been the “mobile first”
approach. This means that particularly in the news media focus has
shifted more and more from
print or desktop-oriented publishing to mobile-first strategies.
Smartphones and tablets enhanced with the publications presence in
social media are now at the core as the news media tries to meet its
audience and customers at first hand. Engaging the audience with the
help of these new tools is increasingly important also for non-news
media, such as traditional magazines.
This track focuses on new and emerging forms of creating, distributing
journalism in this new era. We have an emphasis on visual forms of
storytelling and engaging
audiences. This doesn’t mean other forms or genres of journalism and
media are excluded.
We welcome submissions related to, e.g. use of online video, multimedia
and data visualization
projects in journalism, news mobile services, innovative ways of
utilizing time lapse, hyper
lapse, web videos, metadata, interactivity and news games. We are
particularly interested in
papers discussing the use and experiences of augmented, mixed and
virtual reality and omnidirectional video in journalism and immersive
Theater, Performance and Media
Discussions on the mediatization of performance and the use of theories
and methods of Theatre and performance studies in media research enable
new analytic paths to questions of cultural activity and representation.
Human actions in the media, and the automated, semi-automated or
computer-controlled processes used in creative practices generate
unforeseen modes of performativity.
Consequently, the fields of art and media now promote a culture of
participation that calls for critical notions of transformative
identity, new forms of co-creation and open performative environments,
as represented by the many platforms of social media and emerging forms
of non-linear/non-human game play. As components of user-centered
ecologies and economies, these mostly digital phenomena suggest a
cultural milieu where communicative processes, environments of
operation, and shared or individual experiences are constantly performed
and re-performed (created) by their users. The theater, performance and
media track welcomes papers that discuss (but are not necessarily
limited to) the following topics:
- The use of media in performance Digital/ non-digital/ hybrid performance
- Performances in specific media environments
- The performative aspects of media
- Performances in video games and other virtual environments
- The use of Motion Capture and other real time technologies in performance
- Live streaming of theatre performances
- Non-human performativity
Enhancing Work in Socio-technological Environments
Digitalization changes the ways of working making it polychronic, and
multitasking is almost a standard. Technological tools enable
asynchronicity, spatial dispersion, and mobility. Work is no longer
bound to time or place, and working environments in the digital era
differ from those before. In the context of work this means using
technological tools to enhance performing tasks and, especially, to
support co-creation. Knowledge work is particularly dependent on
interacting with other actors, and thus working in close co-operation is
a central determinant of work. Working in different socio-technical
settings can take forms of one-to-one, one-to-many or many-to-many
The tools to support and enhance co-creation need to take this diversity
into account. In this context the term tool refers to several solutions
ranging from single technological applications, through processes and
ways of work to wider platforms, and even social constructs and norms.
So far, quite little is known about the practical working methods of
knowledge workers, especially when the work is highly collaborative. The
aim of the track is to present novel approaches on research of
socio-digital working environments. The underlying theme is information
ergonomics, yet it covers many disciplines and perspectives. The track
welcomes methodological, theoretical and empirical papers on
contemporary work settings.
New ways of personal knowledge management are also needed. How can a
knowledge worker find and extract the knowledge meaningful for his work
from the abundant mass made available by digitalization? What are the
effects of digitalization to productivity, performance, and well-being?
Digitalization also molds information practices: how does this effect
keep up with work? Digitalization of work has also been criticized for,
for example, declining attention span, dislocation of information,
stressed-out personnel, information security risks, and not living up to
expectations in general. Therefore, if digitalization is not the answer,
what is? Moreover, why would non-digital way of working be better?
The topics of this track may include but are not restricted to:
- Effects on productivity and well-being
- New ways of working
- Digital creativity
- Supporting technologies in knowledge work
- Information ergonomics
- Affordance of tools
- Social aspects and collaboration
- Creating value
- If not digitally, then how?
May 21st: Deadline for full papers, posters, demonstrations and
July 14th, 2017: Notification of acceptance/rejection.
August 14th, 2017: Copyright forms submission.
August 21st 2017: Conference registration & camera-ready papers submission.
Please use the templates provided on the style guidelines site. A
template for Word documents and LaTeX guidelines can be found on
http://www.acm.org/publications/proceedings-template. Please note that
ACM has changed the template files and guidelines from previous years.
The correct template file for this conference is the “ACM_SigConf”.
Also note that since the papers will be published by the ACM digital
library all authors need to sign an ACM copyright form. The copyright
form would be sent through an automated system only for accepted papers.
You can start sending in your papers now!
Academic Mindtrek Conference Chair
Markku Turunen, University of Tampere
Janne Paavilainen, University of Tampere
Heli Väätäjä, Tampere University of Technology
Thomas Olsson, SIGCHI Finland and Tampere University of Technology
Silvia Rubio Hernandez, University of Tampere
Local Arrangement Chair and Conference Management
Jenna Tuominen, COSS Association
Mindtrek Conference Chair
Timo Väliharju, COSS Association
Esa Sirkkunen, University of Tampere
Fabian Fagerholm, University of Helsinki
Jussi Okkonen, University of Tampere
Mari Pienimäki, University of Tampere
Mikko Kanninen, University of Tampere
Sirkku Kotilainen, University of Tampere
For more info contact [log in to unmask]
Email: [log in to unmask]
COSS Association, City of Tampere, Tampere University of Technology
University (UTA), Tampere University of Applied Sciences (TAMK) and
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